Dust Raven Posted June 27, 2004 Report Share Posted June 27, 2004 You've all seen the Robocop movies, right? If you haven't, you're not missing anything special. Well, except for this cool holster thingy her has. Basically, I'm putting together a cyborg character with a holster compartment concealed in his arm. With a mental command, it will eject whatever object (usually a gun) inside into his waiting hand. Simple enough, right? Then how would you build it? The character is built on standart superheroic rules (pays for equipment), and so pays points for his gun, but he could put anything in there (if he takes his gun out). The compartment, while not seamless, is very difficult to spot (the edges blend in with the rest of his cybernetic). Should I build it as part of the gun focus, and hand wave the ability to hide other stuff? Should I just buy it as a Concealment Skill as a Power? Could I just buy levels to simulate the penalty to a searchers PER roll? ?? Quote Link to comment Share on other sites More sharing options...
rayoman Posted June 27, 2004 Report Share Posted June 27, 2004 Re: Robocop's Holster Actually, the first Robocop movie was great for what it was. Fast Draw XX- ; Restrainable (-1/4) Quote Link to comment Share on other sites More sharing options...
Dust Raven Posted June 27, 2004 Author Report Share Posted June 27, 2004 Re: Robocop's Holster Yeah, the first movie was good, and did a great job in delivering all the jokes strait (the others seems more like parodies than sequals). The quick draw is the easy part (I didn't even put restrainable on it (though I suppose I should, but I'd rather not pay the extra points for the Limitation). It's the concealing factor of the compartment that I'm having trouble with. Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted June 27, 2004 Report Share Posted June 27, 2004 Re: Robocop's Holster You've all seen the Robocop movies, right? If you haven't, you're not missing anything special. Well, except for this cool holster thingy her has. Basically, I'm putting together a cyborg character with a holster compartment concealed in his arm. With a mental command, it will eject whatever object (usually a gun) inside into his waiting hand. Simple enough, right? Then how would you build it? The character is built on standart superheroic rules (pays for equipment), and so pays points for his gun, but he could put anything in there (if he takes his gun out). The compartment, while not seamless, is very difficult to spot (the edges blend in with the rest of his cybernetic). Should I build it as part of the gun focus, and hand wave the ability to hide other stuff? Should I just buy it as a Concealment Skill as a Power? Could I just buy levels to simulate the penalty to a searchers PER roll? ?? I like the idea of a specialized concealment and a fastdraw both built as a power with some common sense limitations; special concealment and bonus only works on items certain size or smaller. Another question is whether it can get an item by airport x-ray security? Good idea Dust Raven. Quote Link to comment Share on other sites More sharing options...
Dust Raven Posted June 27, 2004 Author Report Share Posted June 27, 2004 Re: Robocop's Holster I'm thinking the compartment won't fool special senses/detects (as far as mechanics go), but considering the entire arm is metal he's gonna be setting off detectors everywhere (and can't be barred due to his "disability" as his arm is considered a prosthetic replacement, at least until he earns a rep and/or enough people learn about his secret compartment). Quote Link to comment Share on other sites More sharing options...
ghost-angel Posted June 27, 2004 Report Share Posted June 27, 2004 Re: Robocop's Holster you could go with this power: Concealment, Focus (prosthetic arm). That, with some roleplaying, should get you what you want. Another alternative is instead of making is a Concealment roll, make it Skill Levels with Concealment and the focus. Quote Link to comment Share on other sites More sharing options...
Col. Orange Posted June 28, 2004 Report Share Posted June 28, 2004 Re: Robocop's Holster Summon Machine Pistol, one recoverable charge [grin] (the gun never runs out of bullets anyway) Quote Link to comment Share on other sites More sharing options...
Vorsch Posted June 28, 2004 Report Share Posted June 28, 2004 Re: Robocop's Holster 1 Robocops gun looks like aries predator II ( probabilly the other way around ) 2 It fired a 100 high calibur AP rounds from a 16 mag!!!! 3 Its a focus of about -1/4 as he can conceal it within himself making it effectively untakable balanced against accasable when used. 4 he never suffers from amo problems so it should be 0 end. 60 90 RKA 2d6, AP, autofire 5, 0 end, focus -1/2 OAF - IIF combined ( 0 end can be bought as 250c ) Note all his enhaced gun skills are part of robocop not the gun, +5 offset range penalties +5 to hit with gun. Quote Link to comment Share on other sites More sharing options...
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